I am adding a calendar to my app and thought it would be cool to mimic the format of standard iOS Calendar app as per weekday labels:
In the Calendar app, these labels (S,M,T,W,T,F,S) seem to be integrated into the navigation bar, so I was wondering if there is a way to implement this or if this is something Apple left to themselves (as there seems to be no standard way to add anything but bar button items). Mind you, these labels should be dynamic - e.g. rearrange in case of day 2 as firstWeekDay for certain Locale.
Apple proposes not to resize navigationBar itself, but remove shadow from bar and add custom view under your navigationBar.
Please refer the apple recommended approach for extended navigation bars here - https://developer.apple.com/library/content/samplecode/NavBar/Introduction/Intro.html#//apple_ref/doc/uid/DTS40007418-Intro-DontLinkElementID_2
And your particular scenario - https://developer.apple.com/library/content/samplecode/NavBar/Listings/NavBar_ExtendedNavBar_ExtendedNavBarViewController_swift.html#//apple_ref/doc/uid/DTS40007418-NavBar_ExtendedNavBar_ExtendedNavBarViewController_swift-DontLinkElementID_13
You just need to set a view to your title view of navigationItem for example:
sampleLabel.textAlignment = .center
sampleLabel.textColor = UIColor.white
sampleLabel.font = UIFont.systemFont(ofSize: 12, weight: .medium)
sampleLabel.frame = CGRect(x: 0, y: 0, width: 40, height: 30)
sampleLabel.text = "T"
let titleView = UIView
titleView.frame = CGRect(x: 0, y: 0, width: 200, height: 50)
titleView.addSubview(sampleLabel)
navigationItem.titleView = titleView
You can add labels to your navigationBar like sampleLabel wherever you want.
Related
Hello All i am creating Tab bar programmatically, in my functionality there need to be selected tab filled with custom color, i have achieved this so far using below code and the following output see screenshot.
tabBarController.tabBar.selectionIndicatorImage = UIImage.imageWithColor(color: colors.AppSkyBlue, size: tabBarItemSize).resizableImage(withCapInsets: UIEdgeInsets(top: 1, left: 1, bottom: 1, right: 1), resizingMode: .stretch)
Clearly see the white space be around selected tab, ho do i remove this from all side. Any help would be appreciated well.
You Could simple add a subview on top of UITabBar and give the bg color same as the color of tab bar - so it blends with it
var lineView = UIView(frame: CGRect(x: 0, y: 0, width:tabBarController.tabBar.frame.size.width, height: 1))
lineView.backgroundColor = UIColor.grey
tabBarController.tabBar.addSubview(lineView)
This is one of the options.
I'm trying to recreate the view shown below. The difficulty for me is that some of these elements will have a different number of instances.
First item is a UILabel with variabel multi lines. There will always be axactly one of this item.
UIImageView. This there can be zero or one item of.
UIButton zero or more (at least up to 3-4).
How to achieve this?
What would be a best practice to achieve this? I had one idea to use UITableView and just put each element in a table view cell. But it feels like a bit hacky solution. Especially since I then have to remove the default styling of the table (borders and padding).
Another solution is to maybe use a UICollectionView with only one column.
Third solution is to build on the autolayout solution I have, and achieve it with a lot of if statements and for-loops. This seems like a bad solution.
So how would I achieve this (using best practices)? And is it generally a bad idea for instance to use UITableView for pure layout purposes?
Create a UIStackView and inside it another one for every item with zero or more instances
Add when you want to append say a button to the buttons stackView use this
btnsStackView.addArrangedSubview(btn)
same for UILabels and UIImageViews
Check this it may help
for i in 0...5
{
let headerView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: self.view.bounds.size.width, height: self.view.bounds.size.height))
if(i % 2 == 0)
{
headerView.backgroundColor = UIColor.blue
}
else
{
headerView.backgroundColor = UIColor.yellow
}
self.stttq.addArrangedSubview(headerView)
}
let headerView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: self.view.bounds.size.width, height: self.view.bounds.size.height))
headerView.backgroundColor = UIColor.black
self.stttq.insertArrangedSubview(headerView , at:0)
I am wondering if I can use UI elements like UIButton, UILabel in an augmented reality app with ARKit.
If you are also interested in transparency modes for that UIView subclasses try my sample https://github.com/erikhric/ar-menu
You can use different blending modes. I guess .alpha will work for your purposes.
Yes, you can use UIKit elements by adding them to a UIView that's positioned above the view displaying the AR scene (ARSKView or ARSCNView).
If you create a new project in Xcode and select the "Augmented Reality App" template, you can see that the AR content is just a view like any other UIKit view.
What worked best for me
in main.storyboard:
- delete SceneView
- add regular UIView
- add ARKit SceneKit View on top of that
- then you can add buttons, etc.
Yes you can place UI elements on top of the ARSKView or ARSCNView displaying the AR scene:
let scanningPanel = UIImageView()
scanningPanel.backgroundColor = UIColor(white: 0.33, alpha: 0.6)
scanningPanel.layer.masksToBounds = true
scanningPanel.frame = CGRect(x: -2,
y: self.sceneView.frame.height-270,
width: 178,
height: 50)
scanningPanel.layer.cornerRadius = 10
let scanInfo = UILabel(frame: CGRect(x: 8,
y: self.sceneView.frame.height-268,
width: 160,
height: 45))
scanInfo.textAlignment = .left
scanInfo.font = scanInfo.font.withSize(15)
scanInfo.textColor = UIColor.white
scanInfo.text = "SCAN A SURFACE"
Adding:
self.sceneView.addSubview(scanningPanel)
self.sceneView.addSubview(scanInfo)
Removing:
if(scanInfo.isDescendant(of: self.sceneView)) {
scanInfo.removeFromSuperview()
}
You can insert content of any view on a plane in ARKit like this:
let plane = SCNPlane(width: sceneView.bounds.width/3000,
height: sceneView.bounds.height/3000)
plane.firstMaterial?.diffuse.contents = self.anyView`
Gestures and taps are automatically sent to that view.
Try my example.
I have two apps, one with a UILabel and one using SpriteKit with a SKLabelNode. I'd like to add a black outline around the white text.
I can't find any outline or border properties or anything like that within swift. I've tried just creating new labels with slightly bigger, black font behind them but that didn't look right at all.
Here is my game with SpriteKit
title.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
title.text = "Tap to start!"
title.fontName = "Arial"
title.zPosition = 10
title.fontSize = 50
self.addChild(title)
And here is my other one that uses UILables (It's within a red rectangle so it's easier to see)
let rectangle = UIView(frame:CGRect(x: self.view.frame.size.width / 2 - 150, y: self.view.frame.size.height / 2 - 75, width: 300, height: 150))
rectangle.backgroundColor = UIColor.red
self.view.addSubview(rectangle)
let label = UILabel(frame: CGRect(x: rectangle.frame.size.width / 2 - 75, y: rectangle.frame.size.height / 2 - 10, width: 150, height: 20))
label.textAlignment = .center
label.text = "Tap to Start!"
label.textColor = UIColor.white
label.font = UIFont(name: "Arial", size: 20)
rectangle.addSubview(label)
How do I outline these labels?
For SKLabelNode's, there is no 'easy' way of outlining text. There is however a 'hack'. It involves adding 8 additional duplicate nodes around the label that are coloured black (or whatever colour you want the outline to be), have a zPosition less than the original and otherwise, be identical.
It's important that each label has the same font size as the original.
Your attempt at doing this involved increasing the font size of your one outline copy label. As you said in the question, it doesn't work. You have to use multiple labels so the effect appears seamlessly.
You would place one copy directly above the original, one directly below, one to the left, one to the right, then one on each corner (top right, top left, bottom right, and bottom left). This gives the effect of an outline, however is not efficient and should be taken with a grain of salt.
Note: Keep the amount shifted from the original consistent for all the copies, so the 'outline' is evenly sized.
This should work for UILabels too, however I think there might be an easier way to do this with UILabels.
I am attempting to create margins in my text field so that when I go to type, the text isn't pressed so tightly against the edge.
I tried using this code (above viewDidLoad)
var insets = UIEdgeInsetsMake(10, 10, 10, 10)
Then putting this in my viewDidLoad()
textField.layoutMargins = insets
I ran the program and it still looked like there were no margins. How do I implement margins in a text field in Swift?
Subclass UITextField and implement textRectForBounds:. The simplest strategy is to call super, get the resulting rect, inset it as desired, and return it.
Here's an example result; note that the start and end of the text have considerable white space at the margin (of course the exact amount is up to you):
By creating new UIView with the right(your) values, you can set the padding in UITextField
textField.leftView = UIView(frame: CGRect(x: 30, y: 30, width: 100, height: 100))
textField.leftViewMode = UITextFieldViewMode.Always